Rate my mod idea - Page 2

Rate my mod idea

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

What do you think?

Okay...
12
55%
That won't play well.
0
No votes
That's not doable in Spring.
3
14%
You call that a design document???
2
9%
Could use more units
0
No votes
Too many redundant units
0
No votes
All of the above
0
No votes
CowboyNeal
5
23%
 
Total votes: 22

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Neddie
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Post by Neddie »

Zoombie wrote:I'll still play it, as long as he leaves out the Freudian Psychoanalysis and Existentialists symbolism that littered the last half of the television show. That was what killed an otherwise cool show for me.
That was the single best part of the show, because it remained violent while being intellectual. All except for those last episodes...
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KDR_11k
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Post by KDR_11k »

rattle: Mostly futuristic with some WW2 styling elements (not swastikas but e.g. M1940-style head armor and rifles resembling the MG42 which seems to be quite popular in anime), although now that I'm looking at it the MG08 looks much cooler, though it'd lack the recognition.

smoth: Plans for melee are simply weapons with a rather short range whose aiming function returns true when it reaches the "hit" point of the animation. I'll give them some "headroom", i.e. range that goes beyod the visual reach of the weapon.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I think thats what Smoth tried, KDR. But how much head room will you give the weapon without it looking silly.

Also, either I'm completely thick, or the intellectuall parts of NGE went right over my head.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Yeah I've seen some anime movie a while back which had lots of german guns (Wolf Brigade or something). Mostly MG42 and MP40

But I like the idea :)

Do you intend to use voice samples for unit responses?
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KDR_11k
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Post by KDR_11k »

If I could find someone to record them, yes. But I'll worry about that much later. First I have to get that exporter done.

Zoombie: Not sure yet but I figure about 2x the weapons visual range. I'll see what happens ingame and then worry about the exact values.
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Zoombie
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Post by Zoombie »

times two seems right about right to me.
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smoth
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Post by smoth »

It will not work for several reasons...

weapon ranges do not measure along hyp, they only measure along X

Unit bump each other and will walk away while the other tries to swing.

The unit likes to stop and shoot not shoot and keep moving.

The weapon has to have an aoe... which means they will damage themselves.

torso turning issues.

etc.

seriously, if melee was viable, it would have been added in gundam a long time ago. i have a melee unit in it just to test the stuff and yeah the implementation is something like that. The unit does a nice punch with a heavy PANK sound effect. Some of the time they swing but it is VERY quirky and not worth using.
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KDR_11k
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Post by KDR_11k »

Hm, yes, seems like I should make sure the melee weapons are pretty long.
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smoth
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Post by smoth »

well, I am kind of stretched thin I would offer scripting help but I am full. If you need help with odd script behavior feel free to email me.
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KDR_11k
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Post by KDR_11k »

Don't worry, I prefer being able to script everything myself so if I don't understand something I'll ask on the forums.
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Zoombie
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Post by Zoombie »

Is it possible to give an unit a wepon with NO AOE? That would solve the big "hurting yourself" problem.
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rattle
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Post by rattle »

Emo weapons :P
Wasn't that possible in TA? IIRC the W40k mod had Assault Marines with chainswords.

Metal Fatigue'ish melee combat would be very nice (if anyone remembers that game). And so'd be modular units, would be fun if you could attach several models to a model using hardpoints, e.g. a gun and a shield or melee weapon and a shoulder mounted rocket launcher etc.


Maybe firing an invisible homing projectile with very little range would work. It swings and will hit the enemy even if it's actually out of range, as a temporary workaround.
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

i thought that the main problem with melee is that units with very short ranges never 'wake up' to the fact that they should be attempting to attack units that are out of their range - or has this been fixed?
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Zoombie
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Post by Zoombie »

Well it worked in TA:K, but did Cavedog use a different engine for that?
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Dragon45
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Post by Dragon45 »

TA:K is an entirely different engine.

Well, really really really different anyway. The weapons code in any case, is not the same.
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rattle
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Post by rattle »

These units need a new setting in the fbi file then, something like "charge=1" or "charge=<distance>" which will make the unit charge enemies that come in LOS or by a specific range (so that units which can see far won't run into their doom), depending on movement behaviour of course.
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Zoombie
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Post by Zoombie »

Well I think that adding melee support would be a very cool thing for Spring. I can think of at least ten to twenty mods that could be made with this feture.
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rattle
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Post by rattle »

Every mod could benefit from that, even the space ones. Remember the Homeworld ram ship? :-)

Soldiers could have bayonnnets etc.

Now what could be really neat is support for texture translucency and additive channels, thus laser swords would be visually possible.
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Zoombie
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Post by Zoombie »

I remember the Beast ram ship. Those were cool.

and on topic: There are going to be ranged units too, right?
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

This reminds me of an RTS game that came out recently which all your units were brought in by airtransport, and you didn't actually build anything. I don't remember what it was called. But it sounds like a good idea.
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